Biskmatar (3.5e Class)

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A Biskmatar serves at the pleasure of his chosen master. These powerful mage-knights generally protect royalty or high ranking members of society. Excelling at both magical and physical battle, the signature tactic of a Biskmatar is sapping and using the enemy’s strength.

A Biskmatar is at his best when surrounded by many foes. Many of his abilities rely on stealing energy from multiple opponents.

Abilities: A high Wisdom will allow a Biskmatar to cast more powerful spells, increasing the save DC of their abilities. Strength and Constitution allow for the Biskmatar to be a front line caster.

Races: Most Biskmatars are humans, but plenty of elves and dwarves have taken the mantle to protect their royal family. They can be found in other races, but are generally in service to a foreign monarch.

Alignment: Any Lawful. The word of the one he protects is a Biskmatar’s law.

Weapon and Armor Proficiency: A Biskmatar is proficient with all simple and marshal weapons, as well as all light and medium armors. He is not proficient with any kind of shield.

Spells: A Biskmatar casts arcane spells (the same type of spells available to sorcerers and wizards). He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a Biskmatar gains access to a new level of spells, he automatically knows all the spells for that level listed on the wizard/sorcerer spell list. Essentially, his spell list is the same as his spells known list. Biskmatars choose their spells from the wizard/sorcerer list, but are limited to the Abjuration, Divination, and Evocation schools. Biskmatars get no bonus spells per day, no matter their Wisdom modifier.

Heart Render (Sp): A Biskmatar’s most important technique, this spell-like ability absorbs the magic energy from opponents and allies around him. Doing so replenishes any expended uses of magic up to the total uses per day, if the surrounding allies or enemies had equivalent uses of that level of magic still available to use. You can choose which level of magic is stolen, but once chosen, only uses of that magic level are stolen from all characters affected. This affects a range of 5 feet in all directions around the caster. To prevent a theft of one use of magic, an affected character must make a Will save of DC 10 + ½ caster's Biskmatar level + Wisdom modifier.

Life Render (Sp): Starting at 1st level, a Biskmatar can enchant his blade to absorb the life energy of a successfully hit opponent. Life Render can be cast as an extraordinary ability, but must be declared before making an attack. Life Render can be used (½ x (class level + Wisdom modifier)) (rounded down) times per day. A successful use of this ability will restore ½ the HP that the attack inflicted. Critical hits are not affected by this ability, and will retain the original damage roll to calculate HP stolen. (For example, a critical strike by a longsword would deal 1d8 x2. For calculating HP regeneration on a successful use in this situation, it would be (½ x (1d8 + Strength modifier)), not (½ x (1d8 x 2 + strength modifier))). Any damage dealt by sword enchantments, abilities, or weapon special abilities is also disregarded. Life Render is only usable with a melee weapon.

Ripcircle (Ex): From level 3 forward, a Biskmatar can use gravity magic to pull a group of enemies and allies towards him. Two characters cannot occupy the same space. This ability can be used any number of times a day. Enemies within a 45° cone of up to 20ft are affected. Using this ability the turn after using Life Render inflicts 1d4 gravity damage per every 2 class levels to every foe affected. To prevent the pull of gravity, an affected character must make a Reflex save of DC 10 + ½ caster's Biskmatar level + Wisdom modifier.

Furycircle (Ex): At level 4, a Biskmatar can use gravity magic to push a group of enemies and allies away. Two characters cannot occupy the same space. This ability can be used any number of times a day. Enemies and allies within a 5 foot area are expelled in a straight line away from the caster up to a distance of 15 feet. Anyone moved by this ability that encounters a solid object takes 1d4 gravity damage. No material objects are affected by the magic of this ability. Using this ability the turn after using Heart Render increases the range to 25 feet. To prevent the push of gravity, an affected character must make a Reflex save of DC 10 + ½ caster's Biskmatar level + Wisdom modifier.

Omega (Sp): Channels the pure power of magic. A Biskmatar of level 6 or higher deals 1d6/per every three class levels non-elemental magic damage to a single target. Can be cast as an equivalent to a 2nd level spell as a spell like ability. Using Omega the turn after using Heart Render increases the damage dealt to 1d8/per every three class levels.

Abyss (Sp): Gained at 8th level Abyss summons a miasma that damages any creature that breathes in the affected area. This ability can be cast 3 times per day at a range of 50 feet, and can affect a circle with a radius of 15 ft. Creatures that must take a breath while in this miasma must make a Fortitude save of DC 10 + caster's Biskmatar level + Wisdom modifier to avoid taking take a -2 penalty to Con. This penalty stacks every turn the creature is within the miasma.

Ultima (Sp): Channels the pure power of magic through your blade. A Biskmatar of level 12 or higher adds 1d8/per 2 class levels magic damage to his weapon. Enchantment lasts for 2 rounds/class level. Can be cast as an equivalent to a 4th level spell as a spell-like ability. Using Heart Render while this is active refreshes the enchantment for an additional turn.

Furyripper (Sp): A level 18 Biskmatar can induce a gravity well to deal 10d10 damage to all enemies and allies within a 5 foot radius. This ability can be used once per day. Using this technique after Heart Render doubles the threat range to 10 feet. To prevent the crushing weight of gravity, an affected character must make a Reflex save of DC 10 + caster's Biskmatar level + Wisdom modifier.

Fortune (Ex): A gift from the Li-Grim, this magical invocation alters the laws of the world to render the user immune to damage for a short time. All magical and physical damage are negated for 3 turns. This ability can be used once per day. During use, all damage inflicted from Omega and Ultima are doubled.

A Biskmatar who fails to protect or disobeys a direct command from his liege can no longer take class levels in Biskmatar until atoning for his failure and finding a new liege. They retain all features and abilities of the class, but are unable to advance.

Religion: Biskmatars generally worship gods of magic or combat, or adopt the religion of their sworn liege.

Other Classes: Biskmatars treat most other classes with indifference. They admire Paladins, Knights, and Druids for their commitment to an ideal. In general, they don't appreciate or play well with Barbarians and Rogues.

Combat: Biskmatars need to be in the midst of battle in order to most effectively use their skills. They are fairly squishy, so having a Knight or Paladin nearby is never a bad idea.

Biskmatars are found either protecting their liege or embarking on a journey at their master's orders. Among royalty, it is customary for each member of the family to have their own personal Biskmatar. There are no organized groups that teach the ways of a Biskmatar; candidates are chosen by existing Biskmatars and engage in an apprenticeship before swearing to a specific member of the royal family.

Characters with ranks in Knowledge (Royalty) can research Biskmatars to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Royalty)

DC

Result

5

Biskmatars use magic and sword to protect royalty.

10

A Biskmatar is trained in arcane magic that they employ to serve and protect their liege.

15

Though a Biskmatar can use long range magic, they are most effective when surrounded by enemies

20

Be careful when fighting a Biskmatar, they can shift gravity to alter the distance between you and them. If you see a Biskmatar protecting a specific person, know that the Mage-knight will stop at nothing to defend their charge.